|
Post by kitkat on Mar 15, 2015 18:35:52 GMT -5
I read in Orangemittens' tutorial for mesh cloning/creation for S4S that there will eventually be a tutorial on this... but I got impatient and started poking around in Blender What I found is that the vertex paint on the Sims 4 lamp basically started with black the farthest away from the bulb and faded out moving closer to the bulb. I'm assuming the vertex paint will make the light from the lamp less intense on the object the farther you move away from the bulb? I painted the mesh I'm converting in what I hope is a similar way (although the EA mesh looks darker and the bottom and not as bright at the top). Am I on the right track? EA MESH MY CONVERSION MESH
|
|
|
Post by orangemittens on Mar 15, 2015 19:03:47 GMT -5
Yes...that is the right track.
|
|
|
Post by kitkat on Mar 15, 2015 19:37:53 GMT -5
Awesome! I was watching a video tutorial that said you need to put the vertex paint on a material or it won't show up when rendered. Does that apply in this instance as well? That is what I (think) I did for this lamp, but I'm not sure if it worked out correctly. Still trying to get the hand of the controls
|
|
|
Post by orangemittens on Mar 16, 2015 22:38:15 GMT -5
Rendered is a somewhat generic term that is used for when an engine of whatever sort composites a mesh and all of its images together. The game renders objects and it uses the vertex paint to help it do so for some objects. If you don't vertex paint those objects they will still show up but they won't have the same detail they would have if you did vertex paint them. Essentially EA has taken advantage of the vertex paint system and is using it for other purposes. In this way vertex paint is used in a new way similar to how EA utilized the red/green/blue/alpha system for masks that told the game where to apply different textures for CAST in Sims 3.
|
|